A comprehensive archive of everything you need to know to properly build maps in Halo: Reach's Forge mode. This, being separate from Bungie.net, will also prove to protect the information here as, it can never be locked, deleted, altered, or moderated by anyone but me, its creator, and I can make sure that any flaming or troll-la-lolling comments are expeditedly deleted.

The next biggest item to cover is the plethora of names available to them, the expanse of which I have decided to categorize, as I have seen far too much misuse of names in conjunction with each other (such as usages of "Ling Ling" or "Pookie" in what would usually be considered serious Game Types).

Tuesday, December 28, 2010

Coming to you from Zebra505, we have yet another game type article. This time we'll be covering the Race Game Type. I'll let Zebra do the rest (I'll put in your links later dude, posting from the phone).

1) What map will you use? This is simple enough. The most common two choices are Forge World and Tempest. It would be best to stick to these maps because they have the largest forge pallets and also offer the most versatile Forge spaces.

2) What vehicle will you use? This is one of the most important decisions you will make. What type of vehicle will your map be designed for? There are a few vehicles to choose from, the mongoose, warthog, ghost, and banshee. The mongoose and warthog are the most common vehicles to see in a race map. Once you decide what vehicle to use you need to stick with it. All the elements of your track need to be tailored to your specific vehicle choice. Other types of transport may be able to run your course, but selecting one main vehicle creates a better race experience.

Saturday, December 25, 2010

Alrighty, so, now that I've finally got some time to write, I've developed a slight backlog of posts! So be checking back every other day to see a new post for at least the next week. Right now, You'll be seeing my own article on the Juggernaut Game Type, with information on the different settings available and what they might mean for gameplay coming after I get a chance to look them over again. You'll also be seeing posts on the Race Game Type, with tips and tricks to help you craft masterful tracks from Zebra505, as well as a CTF article from UrM4mm4, the creator of Crucible, which I featured a few weeks or so ago. Hopefully we'll also see articles on Headhunter and at least one more Game Type in the same line up. I'll also be featuring another map, so keep your eyes peeled for that.

One would think that creating a play space for a game that entails an immensely powerful being running around decimating a group of people who are on a continuous quest to kill it wouldn't take much thought. They would be right, sort of.

The biggest point to make for Juggernaut, especially now that the Juggernaut is restricted to the Gravity Hammer, is that a map like Hemorrhage would not work very well; with the huge expanses that the Juggernaut would have to cross, vehicles that could dart and weave around him, dealing far more damage over a much greater amount of time than any other player could, and the few tight spaces available, players would spend most of their time grabbing those vehicles, and long range weapons, and take turns taking pot-shots at the Juggernaut as he hopelessly tries to find them, or cowers in the base or the cave. The Quintessential Stalemate ensues.

Wednesday, December 22, 2010

As an Update, I added a Twitter account for the site, so go ahead and follow ForgeLife on Twitter for bite-sized tips and updates from us! Yes, us, there are two of us now (mwuahahahahahahah!) here at Forge Life.

I've also noticed that I didn't have anything even close to regarding the Special Effects Items in Forge 2.0! So, for my forgetfulness, and for me not updating in forever, here is a list of the effects, their effects, and a few combinations you can use to make them rawk!

I'll be keeping this as a separate post, so you'll see it in the sidebar!

If you haven't already, open the full post to see their combinations.
-----------------------------------------------------------------Effects
-----------------------------------------------------------------

You can access the page via the navigation bar to the left, or here (<---LINK).

It may seem like a minor update, but the information in these, however mundane, when used correctly, can make the difference between your make being playable and people wanting to play your map.

Be looking for moar updates, I just finished with school for the year, time to kick ass and take names.

ALSO! I started up (ok, I'm using the one I've had for 8 years) an AIM account to use for this site, on top of the already integrated chat function. The UN is "ardly374." Surprised? I thought not. Hit me up, but understand that I'm not your bitch, ok?

Thursday, December 2, 2010

So I got a map for you guys, from the coolest parent evar, the wonderfully boisterous, UrM4mm4!

He calls it Crucible, my Hammer Sprees call it home.

Click for Moar!

To begin, a basic layout of 2 minute Photoshop gloriousness.

Gray= ground level

Blue= Upper level

Yellow= Ramp

Red= Window

Black= Wall

This map has TONS of stuff on it, a Hammer, Sniper, Rocket, dead bodies, and even a great view out the window by the Sniper. Be careful not to try to hard to get the Falcon, you will get dead.

To better explain all the stuff on this map, I made a pretty picture:

TA-EFFIN-DA!

It is a pretty sweet map, tons of movement paths, plenty of places to camp, and even more ways to get around those places. which makes camping balanced, and ok. There are jump strategies to be had, grenade bounces to be exploited, and lots of pretty things to look at, all the while killing each other mercilessly. GET TO IT.

M4mm4 did a great job on this map, download it (<--Link), play it, and support it, because you know you want to.

Thursday, November 25, 2010

I work retail, I'm in college, I have a son, I have a fiance, I have bills to pay, Forgetacular submissions are due by the 30th, Black Friday is this Friday, I'm working 40 hours a week, I picked up Assassins Creed: Brotherhood (sweet game btw), and am also still doing some stuff in New Vegas (also rather enjoyable) as well as maintaining a presence at a small number of other communities around the web, such as Bnet and Reaching Perfection. Time is rather tight lately.

I am still working on more stuff for this page, and will be releasing all of it all at once. The site will most likely be down during the update, which I would expect to see soon after the first of the month. I am also still looking for authors for some of the articles that need written still. If you are interested, email me at cabarry374@yahoo.com and I will get back to you on how things will work from there.

Long story short: I've been super busy lately, but I haven't forgotten about you guys, I just haven't gotten anything up to my standards for posting, but a lot of stuff is close.